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Universal Unreal Engine 4 Unlocker (UUU) v4.11.6 RTM

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Universal Unreal Engine 4 Unlocker (UUU) v4.11.6 RTM
DESCRIPTION

Universal Unreal Engine v4 Unlocker (UUU) v4.x RTM Build with the new IGCS with camera paths, lights and all of v3 + much more.

UUU version: v4.11.6 RTMReleased on: 03-jun-2026Compatible with: Games built with Unreal Engine v4.11+.Documentation and supported game list: https://opm.fransbouma.com/uuuv4.htmNOTE: Attached to this post are also cheat tables which can be used in conjunction with the UUU for certain games, e.g. when the UUU isn't sufficient. 

NOTE: As some games only work with certain versions of the UUU, I've kept the last 5 versions attached to this post at the bottom. Please use the newest UUU first, as that's the version with the latest features and bug fixes.NOTE: The supported game list on the UUU's documentation page has specifics per game. Consult that list for details about the game you want to play to avoid mistakes.Features:

Free unlimited camera control: unlimited movement and rotation, also in cutscenes

FoV control

Custom Light System for an infinite amount of custom lights (see readme).

Camera paths support ('dolly cam') for defining moving camera trajectories for movies

Flexible camera shake for handshot videos and camera paths

Multiple timestops (slomo 0 based, and UWorld::IsPaused based)

Framestep

Post-processing effect control

Ability to dim existing scene lights

Engine Console for specifying tweaks and UE4 commands

HUD toggle (AHud and UMG/Slate widget based)

Hotsampling (resize the game window to any resolution)

Pillarbox/letterbox removal in custom aspect ratios

Game speed control (slow-motion, speed up)

Configurable input interpolation for smooth camera movement/rotation/fov zoom in/out

Ability to pose skeletal mesh actors

Ability to select, move, rotate, scale, hide and clone any actor (static mesh or skeletal mesh actor)

Invulnerability for your character (in the games that support this)

Ability to move / rotate the player pawn when the camera is enabled for mouse and gamepad

Ability to control the animation speed of NPCs/characters in the game, including pausing (v4.5.0+)

Ability to dump the Object store contents in detailed format to a text file

Ability to dump all cvars/console commands with current values and help text to a text file

Ability to use the 'SET' command in the console

Per game configuration save, so you can use different settings per game

Configurable keybindings

Configurable gamepad buttonbindings

Changelog:v4.11.6:- Changed: (IGCS, Overlay). Migrated to ImGui 1.92.5 and implemented truetype font support as well as font selection from a select set of fonts (MS Sans Serif, Arial, Consolas, Segoe UI, Calibri, Tahoma, Verdana and the imgui font Proggy). Also made the overlay dpi aware so it should scale automatically already on high dpi displays- Fixed: (IGCS, Overlay, Settings) in some situations it could be the settings for the overlay were read after they were applied and therefore didn't take effect. - Fixed: (IGCS, IGCSDOF support). Rendering a session of IGCSDOF or Parallax DOF could lead to misaligned frames because of the order in which operations were handled at IDXGISwapChain::Present, i.e. reshade was executed after the camera data write which led to timing issues. - Changed: (IGCS, system) Better handling of mouse pointer grabbing by game: the mouse pointer shouldn't get stuck in the center anymore when the overlay is active- Fixed: On Life is Strange remastered (and potentially other older games), the camera wasn't found because the compiler had optimized the write code in an unexpected form- Fixed: Updated for Final Fantasy VII Rebirth's update released on June 2nd 2026- Fixed: Light intensity slider in the overlay's light editor didn't work anymore due to upgraded ImGui controls. v4.11.5:- Fixed: The DOF wasn't properly disabled in cutscenes for Final Fantasy VII Rebirth in the latest patchv4.11.4:- Fixed: (IGCS, Client, System) It could be that the setting value for Fast movement multiplier (and potentially some others) weren't registered with the dll after the client had loaded the settings and sent over to the dll.- Added: The Load Pose dialog now has a case-insensitive file filter so you can limit the amount of files you see in the folder browser, in case you have many pose files- Changed: Bone name / morph target name filtering is now case insensitive- Fixed: Rotating an actor / object using the gizmos or delta sliders and then clicking reset causes the object to be wrongly oriented. - Fixed: Made sure the Show Pose Editor button isn't shown when there are no bones found in the skeletal mesh due to a structural change in the component type, as the editor won't be displayed when that's the case- Fixed: Updated for Final Fantasy VII Remake patch released on November 4thv4.11.3:- Fixed: Adjustments to make the UUU work with Lost Soul Aside and Unknown 9- Fixed: Dumping cvars / objectsstore data from a game installed in a folder with non-ascii characters now work correctly- Added: On the Recently Edited Bones tab, a button has been added to view the selected bone in the main tree- Changed: Changed the rotation gizmo to only show the areas of the rotation circles which were active. The Imguizmo gizmo would react to hovering over this part of the circle anyway which led to frustration why hovering parts of the rotation circles didn't do anything. The gizmo now also causes less visual clutterv4.11.2:- Added: Overlay, Pose editor: an extra tab was added to the bone tree panel which shows all the bones that were recently changed. This will make it easier to work on a set of bones without having to scroll the tree to find them back- Added: Overlay, Pose editor: an ability was added to show where a bone is when it's hovered in the bone tree: a blue semi-transparent circle will be displayed at the location of the currently hovered bone in the bone tree in the pose editor. This will make it easier to find the right bone to adjust the actor's pose- Fixed: When switching between actors A and B where actor A has more sub components than actor B, it could be that the pose editor wouldn't show for B when selecting that actor. - Changed: Overlay, Pose editor: the pose editor now remembers the last selected bone when switching between actors.- Changed: Overlay, Pose editor: the bone tree now remembers which component nodes in the bone tree were expanded and which ones were collapsed when switching between actors- Added: Overlay: Added an option to the Actor manipulation tab in the overlay to keep changes made after the camera has been disabled. - Added: Added additional validation for an unreal object being still active when it's e.g. reset by the UUU Attached cheat tables:Final Fantasy VII Remake: by me and Skall. Hud toggle/DoF control/CVar editing/Wider FoV in gameplay.Downloads: You only need one file, use the latest version of the UUU, which is at the bottom of the list, and if that one doesn't work, perhaps try an older version. The 'CT' file is a table for extra functionality for Final Fantasy VII Remake (disable dof etc.).

Otis_Inf PATREON 194 favs
VIEWS2
FILES7 files
POSTEDAug 18, 2021
ARCHIVEDJun 10, 2026